There’s been a lot of Zero advice in this thread already, but I’ll stack on more since hes really the only top tier character I use and I know a bit about him.
Most has been said but something to keep an eye on is his buster charge. If its anything but orange, he cannot cancel out of his special moves. This means that after a lightning dash he is vulnerable until his charge turns orange. If its blue and green your good to go, so use that 1 second to run up to him and knock him out of an air dash or lightning dash . I’ve gotten blown up constantly by players who (purposely or not) hit me when I wasn’t fully charged and left myself open. The same vulnerability applies to his “teleport” dash.
i’m pretty sure that even Hsien-Ko would give Hulk problems as well. iirc she has multi-hitting moves such as pendulum and j.h which can break armor. gold armor can be useful against him both as a assist or on point.
i like how they made this shit slower in this game but now he gets an overhead off normal jump tridash. in vanilla you could watch magneto, and when he super jumps, block high, otherwise block low.
hm that’s true to a certain extent but the reason I didn’t include her was because the matchup isn’t terribly bad. Why? Her mix ups don’t scare me (not that hard to react to), she’s a bit sluggish, is fragile, and she doesn’t do much damage. If used as an assist she can be pretty annoying with her gold armor but if not used as one I can just wait patiently until it wears off instead of being aggressive. In my personal opinion of the match up, I’d say it’s even. I can see it being problematic for hulk if he and hsien ko were the last remaining characters and she had x-f though and a lot of meter. I think in that situation it’d be heavily advantageous for Hsien-Ko. A 5-5 match up would easily change to a 7-3 in that situation.
Don’t block on the ground unless you have no choice. Try do something more active/counter based if you can.
If you must block and aren’t already locked down by an assist, chicken blocking (blocking in the air) is your best blocking option but then you gotta be ready for the dash unders/arounds to force you to block the other way or throws. Remember also that if you do chicken block that if they are mashing on c.L when you fall down from the chicken block that you will be considered blocking high and get hit. You have to switch to low block as you touch the ground or the game will consider you as stand blocking on the ground.
Chicken blocking generally beats everything that isn’t a left/right or tick air throw based mix up but it also loses to c.L as you land so be careful.
As far as options where you don’t have to guess block…use s.L/s.S anti air or air throw. You only block during like pressure strings. When it comes to shit you can’t block on reaction that’s why throws are one frame and s.S’ have huge hit boxes.
Otherwise generally space yourself with your assists and normals so you can have control before he gets in that range to begin with.
The only time you’re SOL against high low mix ups is when there’s an assist holding you down. Which is exactly why assist + teleport/command dash mix ups are so strong.
Man, seeing the people are having trouble with Hulk, Super Skrull, and Doom missiles and considering that I’ve been trying to run Hulk, Skrull, Doom and I still lose like crazy, really makes me realize how much I suck at this game.
I’ve been having problems against characters with multi-hit moves vs Hulk. I was getting wrecked by Morrigan’s drill kick.
Pick assist that have ignore SJ camera rules. Meaning if Trish superjumps, the projectile can still catch her.
Mystic Ray
Hidden Missles
Dagger of Denak
Vaijra
Hyper Grav
Purfication
Hyper Grav
Are some of the few that can do that.
Or you can pick a THC. You can create THCs that will track Trish no matter where she goes.
For example. THC with Hawkeye will force Trish not to press a random button and call random assists.
what to do about Doom hidden missiles? I fucking hate hidden missiles. You think I have a hate on for Dante and Vergil… it pales in comparison to my hate for hidden missiles. The move should not hit on the way up AND down AND track AND have 10 hits AND have a lot of blockstun and AND OTG. fuck that move.
hitting Doom with an assist is certainly doable, but what can make point char do about missiles? anything? I can deal with them once they are out but I need to know how to just take him out of the picture. any time I stick a limb out the missiles hit me
Well they nerfed Dante’s hammer a bit so at least you don’t have to worry about that as much. LOL.
I guess hidden missiles is the closest thing to the new rocks. Rocks are ass in this game compared to MVC2 and hidden missiles is the new assist that gives other characters the old lock/chip pressure he used to have.
EDIT: I was practicing some Iron Man Krispy Kreme combos at the time since I just picked him up (nice combo that I’ll never be able to do online yay!). Makes me want to get some glazed doughnuts.
**As far as actually dealing with the missiles…the best thing is just to focus on Doom rather than the point character. The missiles are powerful once they come down but realize this is like using a projectile assist where the projectile doesn’t actually release on the ground until like 3 or 4 seconds in. Doom isn’t really doing much more than a taunt when it comes to stuff that’s happening on the ground until the missiles fall. They can only deal with stuff coming from the air immediately when called. Things happening on the ground aren’t affected for a long time until the missiles fall. They need to be bought time first to deal with things happening on the ground. **
Doom can be hit during the entire active frames and he’s out there for a LONG time. If you start the round with a fast rush character just go the hell in and stay on top of them. As long as you keep the missile assist claustrophobic they can’t call missiles without getting hurt. If they only get one or 2 missiles out and you put the point character in a combo or block pressure it’s easy to move past the missiles at that point (you must likely hit 2 people any way if this has happened which is great). You only have to worry if like 4 or 6 of the missiles end up coming out. Even if they do just keep doing something that pushes the opponent forward or you forward so they don’t track into you. They don’t track that well as long as you’re in a constant forward or backward momentum.
They’re basically a buy time assist. The more time you give the opponent to call them the worst it’s going to get. If you’re a rush character with no projectile or long ranged projectile assist YOU HAVE to go in. The only way is to keep it claustrophobic.
A nice assist based counter to hidden missiles is a beam assist. Since Doom is vulnerable the whole time and must be called from the ground like all assists…you can pretty much just mash on the beam button when you see the missiles come out and stuff out Doom so he only gets a couple missiles out at most. Being a beam user since Vanilla I fare pretty well against most Sentinel Drones/Hidden Missiles teams unless it’s like Morrigan + Missiles. That shits sucks. LOL. Against her you just gotta go in, call beam and keep Doom from getting the missiles out. The more health you take off Doom the less inclined they will be to call him.
If you want easy mode anti hidden missiles stuff just have Sentinel somewhere on your team and just HSF XF HSF or HSF DHC Hailstorm and get him out of there.
It’s worth noting that you can cancel the startup of lightning into buster, so Zero stays put, while the lightning just shoots out.
Furthermore, it’s pretty easy to bait people by doing H lighting, falling, then when they jump at you, releasing buster.
You’re only really exposed/punishable if you don’t have a buster charged. That statement applies in ALMOST any situation now that he can cancel out of special moves
As far as beating Zero, I think people need to take further advantage of not being able to block during an airdash.
If you see my airdash, do shockwave, hailstorm, jam session assits then SJ into a combo, etc.
It doesn’t sound like much, but it really doesn’t take much to kill zero, just do what you need to do (2 bars, 3 bars, XF, whatever)
Something else I’ve noticed is most people who play Zero are sort of specialists. I know for sure that he’s my best character, and if I lose him things usually go south pretty fast.
I would infinitely rather fight someone using MVC2 rocks than fight someone using Hidden Missiles.
“He’s calling Missiles!”
Option A: Teleport.
Outcome: Nah. You’re going to land directly on top of the missiles as they come out, doom’s partner is going to TOD you off the missile.
Option B: Wavedash.
Outcome: Congratulations. You’ve avoided the missiles. Maybe. Meanwhile, their point character is shooting shit at you or throwing buttons haphazardly. Because it’s safe. Better hope you have the cleanest waves in the business or it’s your ass.
Option C: Full screen beam punish.
Outcome: Congratulations, you’ve done literally no damage to Doom and have NOT disuaded the person calling their assist from just calling him again.
Option D: Sit there and crouch block.
Outcome: PLAYTIME HAS ENDED! WELCOME TO DIE!
Combine Dormington Flame Carpet and Missiles or Sentinel Armor and Spit and Missiles and you just have like, ridiculous herp derp keepaway. That’s why the old Noel Brown team was so effective in Vanilla. Shit was a top 10 team choice for sure. It’s probably even better in this game since all the characters but Sent got buffed.
Push block her shit, force her to the corner (via push block) and try to catch the escape attempt. That’s the only thing solo Haggar can do. Ironfist’s vertical hyper combo doesn’t deal with aerial zoning? =/
Oh, Trish rushing Haggar at all is a joke (from the air, ofc). Lariat that shit.